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DarkBASIC Professional Discussion / DoA Beach Volleyball "bounce" effect help

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Merk
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Posted: 5th Feb 2006 20:51
Hi everyone,
I was wondering if anyone has ever found/made a tutorial how to do the (ahem) "bouncing" physics so common now in fighting games. Since bones can be manipulated like limbs, Im guessing the whole thing can be simplified by adding a few extra bones in the model skeleton where ever the effect is required and adding some constrained ragdoll code to control them (as opposed to some direct manipulation of the model using memblocks, this is just a noob guess though). I hope Im not regurgitating any previous requests for aide.

Thanks in advance,
Merk.
Oddmind
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Location: Atlanta, Georgia
Posted: 6th Feb 2006 02:51
the what? control the whats? Yes they use bones and another mechanism i forgot what its called. I wont mind looking into it for ya

Wait, are you talking about the volleyball or the boobs? Im actually confused.

formerly KrazyJimmy
Grog Grueslayer
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Playing: Green Hell
Posted: 6th Feb 2006 03:07
Whatever you do please allow us to make our age 999999. In DOA the older you are the bouncier the boobs are... i'm going for that "dirty old man" title.


re faze
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Location: The shores of hell.
Posted: 6th Feb 2006 03:35
it involves using bones but its a quite complex calculation and they have engines to do that.

Tapewormz
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Location: Winnipeg, Mantoba, Canada
Posted: 6th Feb 2006 06:39
nice... a boob physics engine... i'm sure it's alot simpler than that

Undercover Steve
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Posted: 6th Feb 2006 06:41
actually it isnt... they have a licensable boob physics engine, and they hire programmers *just* to make those things jiggle.

I have been re assigned. New name, new mission. Star Fleet - 5%
re faze
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Posted: 6th Feb 2006 07:16
it would be easy to make an animation for it I guess, but realtime calcs would be real difficult.

Wiggett
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Location: Australia
Posted: 6th Feb 2006 08:55
and they wonder why parent's complain about games. as for how to do it, just stick with bone animation for now, unless you try some sort of coding like that cloth physics stuff that was released a while ago, i'd assume there is some sort of similar mesh deformation in it. i mean they are just bags of sand... (40yr old virgin reference)

Syndicate remastered: Corporate persuasion through urban violence.
Merk
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Posted: 6th Feb 2006 10:16
Heh, bags of sand. Actually I was thinking there may be other uses for it too. Anyone remember that old boxing game (um, I think it was called Ready 2 Rumble) where those whacky obese characters had a full body jiggle? Well I'm sure in that day and age of gaming they probably did just use animation sequences. I'll keep searching the net for anything that may be remotely useful. I know there have been more than a few attempts at ragdoll in the dbp community, and if I wasn't half a world away from my pc I'd probably be trying out something like wallabers newton ragdolls. Ahh, it sucks not having a laptop. Again, any tips or help (or hacked doa source code ) would be much appreciated and thank you for the replies.
Merk.
Merk
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Posted: 6th Feb 2006 18:17
Ack, ok someone has tried this but no source or tutorial:
http://panoramix.ift.uni.wroc.pl/~maq/eng/cloths.php
Minors beware (at the very least of poor texture mapping)
Merk.
Grog Grueslayer
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Posted: 7th Feb 2006 07:15
Gack! I've seen better boobs on my dog!


Lord FireFox
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Posted: 7th Feb 2006 08:07
They used weighted vertices and I'm not sure DBPro can do those yet.
Oddmind
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Posted: 7th Feb 2006 23:28
no DBPro cant handle weighted vertices im pretty certain. And im getting a mySQL error... not that thats abnormal or anything but i cant view the page >_<

formerly KrazyJimmy
David T
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Posted: 7th Feb 2006 23:59
What is this forum coming to. People are actually discussing how to replicate bouncy breasts in a game seriously.

Lord FireFox
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Posted: 8th Feb 2006 01:22
Probably because we're tired of player models that look like they're stiff. We want characters that move realisticly, if that means given the females a little jiggle then so be it. We're not perverts we just want more beleivable models.
TDP Enterprises
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Posted: 8th Feb 2006 01:53
Quote: "People are actually discussing how to replicate bouncy breasts in a game"
you say it like its a bad thing

Box World.....WIP coming soon....
Catalyst
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Posted: 8th Feb 2006 06:01
DBPro can handle weighted vertices, I've done it before. Unless they took that out in versions since then...
Tapewormz
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Posted: 8th Feb 2006 08:29
someone make a boobies.dll and sell it for darkbasic pro.

Merk
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Posted: 8th Feb 2006 11:03
Quote: "someone make a boobies.dll and sell it for darkbasic pro."


I concur.

I think its time I go hit the phyiscs books and read up on springs, at least to get the right motion for the bones in the model as they rotate towards their set angle limit (thinks back to how easy it was to use the karma physics system in the unreal engine). In my mind the main issue seems to be getting the direction and force behind the movement of the character (I guess I could make life easy and say the character's vector) to transfer to the required bones in the model's rig. For some reason I get the feeling its a different situation to a normal ragdoll, since it's an isolated portion of the model we're considering. Hmm, I'm ranting. Ok, back to searching!
Thanks again,
Merk.
Grog Grueslayer
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Posted: 8th Feb 2006 11:05 Edited at: 8th Feb 2006 11:05
Proper boob bounce research will open the door to double chin wiggle, beer belly bounce, and butt bounce too.


re faze
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Posted: 8th Feb 2006 19:02

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